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Play by forum; Flashpoint #01. Session-thread.

Flashpoint; Fire Rescue. Session #01.

Welcome ye Firepeoples.

Here follow the rules, please read! Spoilered for size during the game

Goal of the Game, the Gameboard & Legenda

Flashpoint is a cooperative game. All the players are on the same team and everyone either wins or loses together. POI markers turn up in the building that may or may not be victims that you need to bring outside to the ambulance.

The board looks as follows;

Note that the gameboard is divided in a grid, each space within the building is defined by a red d6 number and a black d8 number shown on the outermost spaces of said grid. This grid is used to randomly decide where certain events occur throughout the game; for example places where fire advances or where victims appear. For easier movement determination of the pawns (also outside the building), I’ll add A-J for horizontal reference, and 0-7 for vertical reference to the actual gameboard we're going to use here.

Aside from initial explosions, placement of hazmats and POI markers, everyone will soon pick a Specialist role with special powers before the game starts, and place their pawn on a space outside the building. Also, the group decides where the ambulance and fire truck need to start on one of the parking spaces designed for those vehicles.

Note that adjacent in this game means only orthogonal spaces, not diagonal spaces. Walls and closed doors prevent spaces from being adjacent. When a door is opened or blown up, or when a wall is destroyed (has two damage counters on it), spaces become adjacent immediately.

Legenda;

Game Turn Overview.

Players take turns in player order until the game ends. Each turn the player first;

1 . Takes actions;
Spend Action Points (AP) to perform Actions.

After the player summed up her / his actions, some random events occur;
2. Advance Fire;
The fire spreads. Explosions and other nasty stuff may occur as a result.

3. Replenish POI markers.
If less than three POI markers are on the board at the end of a turn, more POI markers are spawned randomly.

1. Taking Actions

Normally, a player gets about 4 Actions Points (AP) to spend on their turn. Each Action has a corresponding AP cost to perform. A player may select from any of her available Actions in any order and spend the appropriate AP to perform it. An action may be performed more than once per turn if you have enough AP.

You may also pass. Unspent AP are saved from turn to turn! You may save up to a cumulative maximum of 4 Action Points. You will receive an Action marker as a reminder. On subsequent turns, you may spend these Action markers as if they were additional Action points.

Actions; Moving and Doors;
Move to a space without Fire; 1 AP
Move to a space with Fire; 2 AP
Open or close a door in your space; 1 AP.
Carry (a victim or hazmat); 2 AP

Moving from space to space costs you normally 1 AP, except when you are moving through fire or carrying a victim or a hazmat.

For 1AP, you can open or close a door that is in your space. Opening a door makes the spaces adjacent, so you can move through it. Closing a door can also have benefits to block fire.

If you move into a space with a POI marker, flip it. This costs no AP. If it is a False Alarm, it is taken out of the game. If it is a victim, try to save it at all cost!

To carry a victim, simply stand in the space with the victim, and move your pawn and the victim to the next space. You cannot carry a victim into a space with fire, nor can you end your turn on a space with fire. You need to move victims to the ambulance spots, the victim is saved as soon as the Ambulance enters the space with the victim.

You can move through open doors or destroyed walls (walls with two damage counters on it).

Fairly straightforward; all fire fighters carry extinguishing gear. Extinguishing is something you do to adjacent spaces.

Action; Chop.
Chop = Place 1 damage marker on a wall; 2 AP.

All fire fighters carry an axe. The axe is used to demolish walls.
A wall is destroyed as soon as 2 damage markers are on it. Spaces on both sides become adjacent, just like with open doors. Players can pass freely through destroyed walls. However, if all 24 damage markers are on the board, the building collapses and the game ends in a failure!

To drive the truck to the next parking space, you need to be in either one of the spaces with the truck (it covers two spaces). You can move in either direction around the board, but you always need to stop at the next fire truck parking space you encounter. You may drive again, but it will cost you another 2 AP.

Other Firemen that happen to be on the Firetruck may chose to ride with you, and exit at parking spaces.

You can also fire the deck gun within the quadrant the Fire Truck is in! Firing it is quite inaccurate however, a dice roll will be automated with a D6 and a D8 to determine the target space WITHIN the quadrant of the Fire Truck (notice the red lines on the board!). Once a target space has been determined; that space as well as all adjacent orthogonal spaces, have their fire removed! If the dice shows numbers outside of the quadrant, the dice are flipped to show spaces within the quadrant. Flipping dice occurs as follows;
D6;
1=6 and vv
2=5 and vv
3=4 and vv
D8;
1=6 and vv
2=5 and vv
3=8 and vv
4=7 and vv

Crew swap! If you start your turn on the truck, you may choose another Specialist role that is not yet taken (each player must have a unique Specialist role). This costs you 2 AP, but you can pretend your turn was started as your new role (minus the 2AP).

Action; Ambulance;
Radio Ambulance; 2 AP

To move the Ambulance, you do NOT need to be in the space with it. You can simply move it by radio to the next parking spot from wherever. If it moves to a parking space with a victim, that victim is saved for 0AP. As with the Fire Truck, Firemen may choose to ride with the Ambulance if it is moved.

Example of moving, carrying, extinguishing and chopping

Example of Firing the Deck Gun

Please bold your actions to make them official!
Use the A-J/1-8 Grid references for moving.

You will often be able to sum up your entire turn. If random events occur during your turn (like flipping a POI marker), you'll sadly have to wait for me to do it.

2. Advancing the Fire
After your turn is over, the dice are rolled to determine where new fire advances. It basically comes down to placing a new "Smoke" marker.

Regular advancement

I will automate the dice rolls in this log;https://rolz.org/, join room "Unflash01"
And then post them here. You can always check if I'm still playing a fair game =).

If the outcome is an open space, the Smoke marker will be placed there.

If the outcome is a space where there is already Smoke, the space will now be on Fire. Remember, Smoke+Smoke=Fire!

If the outcome is a space where there is already Fire, an explosion occurs.

An explosion radiates in all four directions orthogonally; up, down, left and right. In all directions a so-called shockwave places a fire marker in the first space it encounters that is not yet on fire in that direction, except when it hits a wall or closed door first. In the latter case, no fire marker is placed, but the door is destroyed or a damage counter is placed on the wall. Shockwaves can set spaces outside of the building on fire, but this fire dies down at the end of the turn (However, victims and player pawns suffer the effects of the space being on fire).

After the fire has advanced, any POI markers or victims that are in Fire spaces are killed / removed. Firemen in spaces with fire are Knocked Down and taken to the ambulance parking spot in the quadrant they're in.

Smoke adjacent to Fire turns to Fire; this is called "Flashover". This will cause entire chains of Smoke to turn to Fire!

Example of Advance Fire;

Hazmats and Hot Spots

After explosions and flashovers are resolved, there is a check whether Hazmats are in spaces with fire. If they are, they cause explosions in that space. If multiple explosions take place, the active player may choose the order in which they occur. The hazmats are taken out of the game. If a hazmat is carried outside of the building, it is removed from the game.

If the target space of "Advance Fire" contained a Hot Spot a "Flare Up" occurs; this is simply another "Advance Fire" phase taking place. There is no limit as to how many hot spots can be triggered in one turn. If at least one hot spot was triggered, roll at the end of the turn to add another Hot Spot to the board. No more than 1 Hot Spot can be added each turn, no matter how many Hot Spot caused Flare Ups.

3. Replenish POI Markers

If less than 3 POI Markers are on the board, another roll takes place to place new ones; however, POI markers can't be placed in spaces with Smoke, Fire or Firefighters. Arrows on the board will show where to place the victims. If they can't be placed legally, another roll occurs.

Game End
The game is won when 7 victims are rescued. The game is lost when the building collapses or 4+ victims are lost.

Addendum I;
During the game your turn will need to be interrupted for me to randomize some events;

- Firing the Deck Gun (to determine the target space)
- When you can flip a POI Marker (0 AP) to see if it is a victim or a "false alarm"

Addendum II;

- The Deck Gun can only be fired if the quadrant has no firefighters in it at all! It has however no effect on POI Markers or revealed victims.

Spoilered for size during the game.
Return here if you want to read about them all / considering a swap;

Before the game starts, you need to pick one of these roles. Each role only exists once. They each have their own special powers that defy some of the basic rules. Please consider carefully which one you want to take. You can swap roles during the game by taking the "Crew Change" action when on the Fire Truck.

Generalist 5AP
The Generalist simply has 5 AP to spend.

Imaging Technician 4AP
Action; Identify. 1 AP.
The Imaging Technician may spend an action point to flip over a POI marker anywhere on the board.

Hazmat Technician 4AP
Action; Dispose. 1 AP.
The Hazmat Technician may spend 1 AP to remove a Hazmat in the same space from the board.

Paramedic 4AP
Treat; 1 AP
A victim in the same space obtains a healed marker. He or she no longer needs to be carried, but can be led by any fireman for 1 AP instead of 2 AP to a space with no fire. Only 1 treated victim can move with a fireman at the time, but the fireman can simultaneously carry a victim and lead a treated victim (for 2 AP total).
The Paramedic pays double for extinguishing;
Extinguish Smoke; 2 AP
Turn Fire to Smoke; 2 AP
Extinguish Fire; 4 AP

Fire Captain 4AP + 2 Command
The Fire Captain has 4 regular AP to spend, but on top of that, he has 2 EXTRA AP which he may distribute among OTHER Firemen, to MOVE them or to OPEN/CLOSE doors. However, other actions can not be taken, and only 1 of the 2 points may be distributed to the CAFS Firefighter.
Command Points cannot be saved!

Driver/Operator4AP
Fire Deckgun; 2 AP
The Driver/Operator taking the Fire Deck gun action may reroll one or both dice. He may reroll a second dice after rerolling the first dice. He may only reroll each die once. The second result is binding.

For 4 or more players, 3 additional Hot Spots are placed. These are usually placed AFTER you've chosen a Specialist power, but since it is your first game, I don't want to make it too difficult.
D6=1, D8=2; C1
D6=2, D8=3; D2
D6=1, D8=5; F1

6. Place POI markers.

There are 10 victims and 5 False Alarms in this game. Three of them are on the board.

Advance fire phase;
1. Roll for and resolve the Advance Fire.
2. Resolve any Explosions if needed.
3. Resolve any Flashovers if needed.
4. Resolve any Hazmat explosions if needed.
-- Add a Hot Spot marker to the Hazmat space if there was a Hazmat explosion.
5. Resolve Flare Ups if needed. (Repeat this process from step 1.)
-- Add a Hot Spot marker to the Advance Fire Target space if there was a Flare Up.
6. Resolve Knock Downs, Lost POI, or Victims.

All right, anyone who feels remotely comfortable with the rules can pick a Specialist Role from the second post. Each Role can only be selected by one player. This doesn't follow player order, anyone who claims a role first will get it. The left over roles will stay in the Fire Truck, but can be used later in the game through the Crew Swap action.

You may then also go ahead and suggest a space (outside of the building) where you want to start.

We also need to collectively place the Fire Truck and the Ambulance. I'd say we place the Ambulance in Ambulance Parking Spot J-3/4, as it is right next to an open door with a POI Marker behind it; perhaps we can save a person in the first turn there?

If you two will be focussing on treating victims so they can move faster / removing Hazmats, it is probably best for the both of you to start at D7, near that open door. What do you think?

Probably best if someone starts extinguishing right away, too; so I guess I'll choose the CAFS Firefighter. I will start at J4 near that lone POI Marker, I can bring it outside in one turn if it is a victim.

BTW;
During the game your turn will sometimes need to be interrupted for me to randomize some events;

- Firing the deck gun (to determine the target space)
- When you can flip a POI Marker (0 AP) to see if it is a victim or a "false alarm"

Game Status; Preparation Phase
- Players need to select a specialist role (100% complete)
- Players need to decide on which place outside the building they want to start (40% complete)
- Players need to agree on to where to place the Ambulance and the Fire Truck (100% suggested)

Treat a victim in the same space; 1 APMove to an adjacent space without Fire; 1 APMove to an adjacent space with Fire; 2 APMove to an adjacent space carrying a Victim or a Hazmat; 2 APMove to an adjacent space leading a "treated" Victim; 1 APOpen or close a door in your space; 1 AP.Extinguish Smoke; 2 APTurn Fire to Smoke; 2 APExtinguish Fire; 4 APChop wall (place 1 damage marker on a wall); 2 APDrive Fire Truck to next parking spot; 2 APFire Deck Gun on quadrant from the Fire Truck (no Firefighters must be in the quadrant); 4 APSwap Specialist Role while on Fire Truck; 2 APRadio Ambulance to move it to the next parking spot; 2 AP

2. Spikey (yellow); CAFS Firefigter
Actions available to you;

Move to an adjacent space without Fire; 1 APMove to an adjacent space with Fire; 2 APMove to an adjacent space carrying a Victim or a Hazmat; 2 APMove to an adjacent space leading a "treated" Victim; 1 APOpen or close a door in your space; 1 AP.Extinguish Smoke; 1 APTurn Fire to Smoke; 1 APExtinguish Fire; 2 APChop wall (place 1 damage marker on a wall); 2 APDrive Fire Truck to next parking spot; 2 APFire Deck Gun on quadrant from the Fire Truck (no Firefighters must be in the quadrant); 4 APSwap Specialist Role while on Fire Truck; 2 APRadio Ambulance to move it to the next parking spot; 2 AP

3. JayPeaches (orange); Hazmat Technician
Actions available to you;

Dispose a Hazmat in your space, remove it from board; 1 APMove to an adjacent space without Fire; 1 APMove to an adjacent space with Fire; 2 APMove to an adjacent space carrying a Victim or a Hazmat; 2 APMove to an adjacent space leading a "treated" Victim; 1 APOpen or close a door in your space; 1 AP.Extinguish Smoke; 1 APTurn Fire to Smoke; 1 APExtinguish Fire; 2 APChop wall (place 1 damage marker on a wall); 2 APDrive Fire Truck to next parking spot; 2 APFire Deck Gun on quadrant from the Fire Truck (no Firefighters must be in the quadrant); 4 APSwap Specialist Role while on Fire Truck; 2 APRadio Ambulance to move it to the next parking spot; 2 AP

4. RG (green); Fire Captain
Actions available to you;

Command other Firemen to move or open / close doors. Note: No more than 1 Command may be given to the CAFS Firefighter; 1 AP Move to an adjacent space without Fire; 1 APMove to an adjacent space with Fire; 2 APMove to an adjacent space carrying a Victim or a Hazmat; 2 APMove to an adjacent space leading a "treated" Victim; 1 APOpen or close a door in your space; 1 AP.Extinguish Smoke; 1 APTurn Fire to Smoke; 1 APExtinguish Fire; 2 APChop wall (place 1 damage marker on a wall); 2 APDrive Fire Truck to next parking spot; 2 APFire Deck Gun on quadrant from the Fire Truck (no Firefighters must be in the quadrant); 4 APSwap Specialist Role while on Fire Truck; 2 APRadio Ambulance to move it to the next parking spot; 2 AP

Identify a POI Marker by flipping it anywhere on the board; 1 APMove to an adjacent space without Fire; 1 APMove to an adjacent space with Fire; 2 APMove to an adjacent space carrying a Victim or a Hazmat; 2 APMove to an adjacent space leading a "treated" Victim; 1 APOpen or close a door in your space; 1 AP.Extinguish Smoke; 1 APTurn Fire to Smoke; 1 APExtinguish Fire; 2 APChop wall (place 1 damage marker on a wall); 2 APDrive Fire Truck to next parking spot; 2 APFire Deck Gun on quadrant from the Fire Truck (no Firefighters must be in the quadrant); 4 APSwap Specialist Role while on Fire Truck; 2 APRadio Ambulance to move it to the next parking spot; 2 AP

* Green actions can be used for any action available to you, and can be saved up for your next turn if they remain unused. Black actions are specific actions belonging to a role, and can never be saved up.

I apologize in advance for the mess I'm going to make. I died 2.5 hours ago in my other game, which was quite a surprise because I was below the radar. Before I got killed I ended up helping take out 3 of my teammates, so I'm on a multiplayer game roll! I wonder why the other team took me out since I was doing a better job of killing my team than they were...

Great, your special action means you can flip POI Markers anywhere on the board to see if it is a victim.

All that you need to do now is decide on a starting position in the outer ring on the board and you're good. Same goes for JayP and RG!
Officially, we also need to decide on who will be the first player (the player order is only that, an order); but I still would suggest that Soignee starts the game as her character isn't that great for fighting the fire itself, but wonderful for getting victims around quickly.

Oh, soignee and I can still switch to other starting positions if that would be better.
If someone else is going to try and get to that POI Marker in I4, and perhaps even get it to the ambulance, I'll definitely move my starting position to the space in A3 where most of the fire is.

Originally Posted by Regina Phalange

I apologize in advance for the mess I'm going to make. I died 2.5 hours ago in my other game, which was quite a surprise because I was below the radar. Before I got killed I ended up helping take out 3 of my teammates, so I'm on a multiplayer game roll! I wonder why the other team took me out since I was doing a better job of killing my team than they were...

Not to worry, Firemen can't die in this game, only victims . We either fail or succeed as a team if we lose too many people.